#blueprint
402296 messages · Page 727 of 403
Structures can be finicky that way, especially if they are already heavily used throughout your blueprints. Your best bet may be to just create a new variable and reconnect everything.
I have a motion component that I use to control my player movement (basically the car configurator one, with some small changes) and I have different camera angle setup with a level variant but I would love to be able to switch on a pawn I created( that have his own logic ) when I switch to driver
I restarted my project, altered the variable and it didn't crashed this time. That's so weird
But sometimes it randomly crash, If I rename something, if I create other variable, even if I save the structure
I think it has to do with UE4 trying to fix any blueprints where the structure exists and sometimes those connections don't make any sense anymore. It's a common issue that a lot of people have when mucking about with structures that are in use.
Ideally, you'd figure out your data structure before using it anywhere to prevent the problem, but sometimes I know there can be things you think of after the fact XD
Oh great, I can't open my character blueprint without crashing the project, now it's even better
Ideally you don't use BPs for structs
And even more ideally you use #source-control in case things blow up
Oh yes, I've learned my lesson. I'm using git since yesterday due to this kind of problem.
How do I get the rotation of the editor player in editor utility widget?
Could someone help and explain me why I get behavior as described on the screenshots "Comments“? Decals don't have regular tag field so can't use "Get Actors of Class by Tag" so I have to use a detour to check the component tag. Comments of each section describes what happens in each case. Basically I don't understand why "GET (0)" doesn't work, since the "Components by Tag" always seems to output just one item and why instead I get "ghosted" empty lines on print screen
Basically I'm trying to gather decal components with certain tag to this one array
The last one works but I don't understand why the second "For Each Loop" has to be there (it is actually an accident remnant from time when I thought the outputted array from "Get Components by Tag" would have length higher than 1, in my case 26)
well think about the logic @humble vine
your getting all Decal Actors, then your getting all decal components from them, which is also an array
so you have to iterate over all decal components.
the second one, you are always pulling the first decal component from all found actors
so 2 ways to fix, tag your decal actor with Damage tag
or do this
when its true, add it to the array.
I have the third person character but I want it to look towards where the camera is as opposed to the direction im moving in, how can I do that? I disabled orient rotation to movement but it just keeps looking forward and i want it to look to where the camra is pointing
@worthy frost Thanks for checking it. So the problem is that I don't understand why this "all decal components from them" is an array since it's length is always 1 and what goes in to this node isn't an array but single actor/decal, so it can't really have any other length than 1 when coming out of that node. I can't feed whole original array to it that would have all the 32 decals from the scene . My decals are tagged with "Damage" (26 with tags and 6 without, hence the numbers on the example), but for example a BP on the scene would have two different tag fields, decals only have "component tag" which can't be found with "Get All Actors of Class with Tag" but I just have to "Get All Actors of Class" giving me an array I have to filter further
So I will try your method with "Component Has Tag" Thanks for that. But still leaves me bit dumbfounded on what is the node that I used originally is meant for... since it sort of works, accidentally, with that another loop behind it. I just don't get the logic how single target goes in but it will come out as an array of one
As in in that second "For Each Loop" never gets more than one component from that node, since that node always outputs length 1.... and that's where I just get confused on why the GET doesn't work
its GetComponentsbyClass
notice the s?, it can return multiple components as actors can have multiple components of the same time.
so its an array, as it can be multiple components returned.
nothing to do with targets going in or w/e
@craggy turret turn on Use Control Rotation, Disable Orient to Movement, and on the Character, disable Use Yaw.
Thank you ^_^
What would be the point of the GameState having a viewport?
@worthy frost Ah thanks, now I finally get it. It's definitely not the correct node for my single component actors then
how do i slowly fade in a texture and fadeout the last texture with a timeline?
ok nvm got it
hey guys, brand new. I'm sure you'll get to know me haha. Trying to add a macro to the event graph that I made and placed in a category. When i right click to look for the category, I can only find the macro under utilities. Anyone know what im doing wrong?
It lives in a macro library that I created
Is there any sort of IsMouseCursorOver(TargetWidget) function? I'd rather not have to manually do the math for that
@worthy frost I tried IsHovered, but that didn't work for what I have set up b.c. it returns False if the cursor is over the widget and the mouse button is pressed
I think I'll have to refactor to do this in a BP-appropriate manner
Use rewrite function for when mouse is pressed should make it for you no?
why does it work when I do this but not when I do it with AND?
Where do i learn about making a error reporting system for my users, so they can report problems from in-game?
Nice thank you
What about opening up an email link (with possibly a subject line or some data passed through)
Are you inverting both of them before the and or are you simply inverting the and?
wdym inverting? I want to do If isFlying AND isJumping false, then I can do X. and it works like this but not with the AND boolean
So then you do IsFlying NOT And IsJumping NOT and take the result of that
It's the same as IsFlying == false AND IsJumping == false but more compact
Think about the NOT node as being just after the Is part
Ok. Another question. If I want to add a cooldown to an ability, is the way this guy is doing it good?https://www.youtube.com/watch?v=1IpvGQf6oRE I would like to have a visual feedback of the cooldown and I dont thinkt his will work
Can't check an entire video rn sorry
Also I have not done any realtime stuff in terms of stuff like that
ok ill document myself more
thank you
Also, If I want to have customizable hotkeys, do I use the Input thing in the project settings or input action keyboard?
Haven't gotten that far in development myself so I have no idea
I just do UI whenever I have to or I have excess willpower because I hate doing it. Then again I'm super amateur and have no idea about real life best practices
UI became for me relevant when I let others test my project
Everything that has a cooldown or similar should be somehow indicated, either direclty in the game or via UI otherwise I always got the response "It does not work consistently"
(Besides the obvious healthbar and stuff)
I'll usually just implement it when I need to see or be able to change values during runtime to check that it works
Also I would recommend you to bind as little as you can for texts since that means they are updated on tick
Yeah, some texts like cooldowns should probably be updated on tick (someone can correct me here)
Hello everyone, is there a way to start a cinematic with different location? Like I want the camera to do the same movement, but starting at the caracter location, not a predefined one
hey i need to ask a question, idk if need help yet but i need to ask what the way of doing it would be, basically i have this procedural gun asset that i really like, i want to and was told to by the author to probably merg it with my current project, my brain gets confused easily becuase i want to think that making the gun work with whatever new camera and player would be difficult right? or is setting up a gun that generates and putting it in the players hand really that easy? i keep thinking it wouldnt be
for whatever reason i think there would be an extra step, but i have no idea anymore
No one could really answer this for you as it's based upon the asset you're trying to merge and on your own project. No one knows how either of these work off-hand. Look at the coding within the asset, see how they've done what they've done. When you feel confident enough you can try to plop it into your project - you can also use the migrate feature within UE4 to move whatever assets from one project to the other, and then just work on getting it working in your project.
Some assets are fairly simple - you literally can just drop them in, they have their own blueprints, and you can start using them with ease. Others not so much.
Hey, when i normally work with the viewport, i get 100+ fps, but whenever a tooltip fades in, when hovering over an asset in the content browser, or whenever i try to drag off a new node in the normal blueprint editor, my FPS drops to 30 on point. this makes quickly working through a blueprint and changing nodes here and there very tedious because of the lag
anyone else experiencing this?
Or maybe a possible solution for this?
It's only happening for tooltips and dragging and dropping in the Blueprint Editor
hey, I'm having issues figuring out how to make a weapon swapping and dropping mechanic, it works perfectly so far but because this is my first real project I'm still new to blueprints and cant understand how to make it so when i switch/drop weapon, it doesn't reset the variable values. atm when i switch or drop a weapon, when its re-equipped it will have all its stats reset to the first use (ammo back to max, fire mode changes to default) and i need to fix this, if anyone could help it'd be appreciated, thanks
You have to set this value when creating your blueprint into the world
Just a guess but if you are destroying your weapon actors an easy solution would be to just not destroying them
By using expose on spawn, you can modify this value when spawning your actor
I'll try using expose on spawn, another reason im so confused is because i had to watch a tutorial for the weapon switching and the way they did it seemed a bit confusing tbh
No one can help me on this?
Haven't really used the cinematics stuff, maybe worth trying on #cinematics since I don't remember if a lot of questions relating to those are getting answers on this channel
i think i figured it out in the middle of typing this lol, i dont know how to fix it tho, but when equipped the weopon sets its VARS as a master weapon BP contains variables for ammo and other gun variables. the issue is that i dont know how to make the place where it sets the weapon VARS keep the ammo usage.
its hard to explain it ):
I will do it as well, I removed it since it's more blueprint related than cinematic
adding a screenshot of my weapon switch bp on my character blueprint, itll probably explain it better than i can
I think I got it, one way is to put your variable at a value by default of -1, only change your ammo to your maxAmmo value in a event begin play if it's on -1
It would be a lot easier to just keep the weapon actors and not get rid of them, then you can just keep track of the weapon specific values on the weapon actor instead of having to shuffle the values around
also this is how i set the variables
Or create a boolean named resetVariable, and do the same thing as mentionned before
i would do that, but im not really sure how to, the way it unequipped i used to get but now it confuses me on how i could make it different
im not sure how this works? where would i add the booleen
sorry for all the questions btw, ive just kinda hit a dead end and i really wanna fix it
yeah don't wanna distract you from trying to solve this approach :) with actors, basically you would have a variable like "current weapon", and just save the currently active weapon actor into that, and then you have another variable "second weapon" (or an array if you can have more) where you put the other, and you can just swap between the two when needed
(if you want to try that method)
i really dont wanna keep asking questions cause i feel like im being annoying, but that sounds like itd work perfectly, i just dont know how to do any of that...
The alpha value starts at 0 and ends at 1 at five seconds too
Quick question out of nowhere: can you do versioning with blueprints?
Ah, do this all the time. was using wrong A values
Versioning like snapshoting
I guess notions such as branching won't be supported
Hey guys, I got some troubles with the Use Pawn Control Rotation.
My camera is attached to character's head. I got animations with the character leaning on the side with his head "rolling".
With Use Pawn Control activated my camera stay horizontal, not taking the Roll of the head.
If I turn off Use Character Pawn control, camera roll perfectly but I don't have any pitch for the character movement.
My question :
- How can I add the roll effect using Use Pawn Control ?
- Or Can I turn off Use Pawn control and reproduce the pitch of my character movement in blueprint ?
Have you looked at the FirstPerson template? I literally just copied the input parts of the graph from the example character.
Hey guys, I'm trying to figure out how to create radios in-game where the user's mic input isn't just positional, but plays through radio objects held by other players. Any ideas?
I've read through the docs and a positional audio tutorial, but I don't see anything about taking that audio and playing it elsewhere in the map.
I will check this now but I believe I will get the same result. thx
Yes it's the same.
Sounds like a pretty simple thing to do. You can set the attenuation settings regularly. And then just have the players voice spawn at the location of the radio, or radios. You should be able to connect voip to a specific actor
Inside of voip talker settings you can attach it to the radio
Is there a way to cast a blueprint enum to int (c style cast) in blueprint?
Is there a way of exposing a Blueprint function to the cheat maanger?
Not sure bout c style, but if you drag off your enum and type ToInt you should see something.
Ah, i was confused by the byte part there, but i suppose that makes a lot of sense for sensibly sized enums
Is there a sane way to do bitwise << and >> in blueprint?
how i can disable damage on destructible mesh at runtime
you probably need to give a boolean variable and check its state before applying damage
since I don't think you can turn off the damage events on BP's at runtime
is there a way to move the player character without player input that is not unpossessing and attaching an AI controller?
like an "move to" or "ai move to" but without unpossessing
Hey I have a question regarding procedural meshes.
So I have a function that takes the two tris that form a single quad, I add a offset based on their average normal direction and now I have two arrays of vectors, the original data and then the offset data, I merge these arrays into one and send the data to a function that creates a procedural mesh with only one quad.
Now the issue lies in the triangle index.
For the next part imagine a cube, we got the top and bottom data, all we now need to do is connect the points and form the cube, for the top and bottom I have no issue. But how do I connect the sides?
Each quad I create uses the same triangle index, and after some fidgeting I got the sides closed, mission successfully right? I did a couple of tries and found out that this only worked on certain quads, which is weird considering they all are built using the same triangle index and some are created fully while others are created only partially.
This was a long read, but it’s a complex topic and I hope someone can help me
I'm currently in the works of cloning movement from a game I like (that has been made via ue4).
Here's what I need to do but fail to accomplish:
If standing still: character does not rotate towards player camera rotation
If moving: character always facing back towards player camera
I've got the basic strafing stuff down, however I'm using use Controller Desired Rotation which rotates the character even when they're standing still. I was thinking that I could just set use Controller Desired Rotation to false when the player is not moving, and otherwise set it to true but that seems clunky - and in any case, doesn't work.
Any suggestions? Do I have to implement custom logic or is there a "mode" in ue4 already that accomplishes this?
my attempt
how it should behave
character movement stuff
hey all
why i dont see an EventTick in my editor ?
try to find in context menu
which blueprint type
Is it an Actor or what type of blueprint?
So in top right side just under the close window button it says Parent class: Character or something like this?
If so it definitely should have it if you type in "event tick" in the search
Parent Class: Anim instance
That's the problem then, I don't think animations tick
I was wondering if someone could tell me how to delay collision. I have a rope swing set up, but every time I try to jump off my character grabs the rope again automatically.
you could have a bool variable in your character like "allow grabbing"
when you jump off the rope, turn it off and set a timer by event.. and then in the timer's event, turn it back on
then in your logic where you do the grab, you'd first check whether the bool was on or off
Is it possible to make a structure of buttons?
I can make a structure and select the button as a variable type, but have no way to set the buttons I want as the object for the variable
Wdym?
@wind sequoia hmm hard to explain let me get pic
I want to make a struct of UI widget buttons so I can have use the buttons like an array
so i can do something on each element, without having to manually copy paste code for each button
maybe theres a better way then using a struct?
@charred kelp You can do that, but there already is a struct you can use for the different types of elements; you have to "make the struct" and fill in the spots you want to change -
but you also first have to do "get struct" and copy the current stuff that you DON'T want to change
if i have a Mesh npc with animation, how can i use a EventTick ?
create new characher blueprint and give it my Mesh npc variable ?
@tardy prawn What do you want to actually DO?
make animation
You can cast to the animation blueprint, and you can on the animation blueprint GetMesh or something that basically goes the other way
@open crypt Theres already a struct? How do I find it? If ur saying I can just make a struct, thats not filled and then get it in the widget blueprint then i'm confused at how I could set its value to the button I want? Right now I'm at: Get struct, break, and now it has a UWidgetButton output slot that i can use
Sorry if im a little off base. Just a bit confused
So you could get Text and then get Font and it would return something like a struct of the font information -
ohh okay, but if I want to say, set the Buttons visibility to collapsed, or remove a button from its parent, I couldn't do that right
still thats helpful
I think I get it, thanks so much for the help! really appreciate it
yeah thats why I asked here lol
ill double check there to see if anyone knows how to get a button reference / object in an array or struct
how make that my animation mesh skeleton is rotation to me ?
How to get the AI to face and turn towards the player with animation.
I had this problem a few days ago, so I'm sharing with you the solution because I found nothing on YouTube solving this. This is for somehow advanced UE4 users. Feel free to comment or ask any question about it.
I'm planning to add more tutorials in the future if I find somet...
but i have only a mesh animation skeleton
not a characher
Bro, you're going to have to watch a playlist on the animation fundamentals and the animation blueprint system - I know the pain but trust me, you'll want to do it
))
i watched these
but how make that my animation skeleton is rotation to me - i dont know
maybe you know how
lookup control rotation
how make that my mesh is follow me ? (its have a animation and skeleton)
i dont know what you mean but try enabling root motion in your animation assets?
also, to get back to my procedual mesh issue, heres a diagram of how the triangle index is created
i have this
and how make that its follow my player ?
tho when i add combinations that would create the sides, i get different results despite all the faces being successfully drawn by the combination
why is your walking animation sideways?
what do you mean how to make it follow your character? its literally a component in your character blueprint
it automatically moves with you
i mean i have a characher (its me) and this npc which in a screenshot
i make walk animation for that npc
but how make, that this npc is follow me ?
but can i make AI for my mesh animation ?
cause i see that in videos - AI is for characters
you will need a pawn or a character
just use a character, its so useful and comes with a lot of functionalities youd normally have to implement yourself
if i need a pawn or a characher - its be without my mesh animation
but i need my mesh
characters come with a skeletal mesh component, you can give a skeletal mesh component a animation to play, you will need a animation blueprint for that tho
well you will need one for what you are trying to do
dunno what you mean by mesh animation, better go and learn the basics. its not gonna get any easier from here on out
thanks very much
move to works without unpossessing, and you can also move the player without using that
anybody familiar with behavior trees?
Idk what to set a blackboard key as, for an actor. A class or an object?
I have a Select Node, it uses an index to select something, but I dont know how to add another option to be selected to the node
can you share a screenshot and describe what you're trying to do, I've used behavior trees but I don't know the context
of your issue
I hate them is the context lol
I can't get them to work, idk where to start
Mainly, I can do something with a handlful of nodes in the AI controller reliably while my behavior tree is a broken mess
hey long time no see, just drag something into the wildcard
it can be almost anything
So my first question is, do I set specific actors in the scene as Objects or Classes? I think it's object.
Blackboard values I mean
The big issue I have is that I'm getting the vector of an actor in one task (0, -110, 0). That value is never touched again. Then in another task, when I call for that vector, it returns 5485789564389657843 47385378465y8726478 4367483264823876
Wild numbers that make no sense
I checked with print strings, nothing has changed.
An actor is an object.
you would use set blackboard value as object (or as actor)
Can someone help me understand how to properly set actor rotation. I need the rotation to be replicated, so I want it to be driven by the character movement controller component. I need the rotation to be gradual over time. It's a character possessed by an AI controller. I have 2 use cases.
- The first is I need the character to look in the direction they are moving.
- The second is I need the character to look in the direction of a provided vector while moving in another direction.
By default, for the first case, setting Orient Rotation to Movement to True, lowering the rotation rate from 360, and setting Use Controller Yaw Rotation to false on the pawn makes this work as desired
However I cannot figure out how to get my character to look in a different direction while moving. I can disable Orient Rotation to Movement and manually set rotation every tick, but this doesn't replicate. I can enable use controller Yaw rotation but this seems to force it to look in the direction of movement still and not do so gradually.
I have a box collision on an actor and want to toggle a widget on and off on overlap. I don't quite understand why this doesn't work, any advice?
how does it not work
is it possible there's more than one widget and you're only seeing one disappear? add some print statements to see how many times it fires
I added those and they each fire twice when they should
idk why twice
Is it normal that it fires twice??
no :p
print the other actor name
that'll tell you what's triggering it. It's probably not the same object
might be a child or itself or something
I always find that I have a lot of trouble with storing widgets as variables... Try connecting it directly if possible because that solved my problems for me.
not sure I agree with that advice personally
Would that cause any issues?
This is my setup (its TERRIBLE I KNOW because I made it months ago when I started using ue4 but it works)
calling the variable would not work. But connecting directly does.
This is in a fresh first person project and it still fires multiple times
@red grail drag the Other Actor Pin to the String of print string
to print the name of the other actor
^^^
FirstPersonCharacter in the test project
I'll test in the main project 1sec
Same in the main project
It's the same character triggering the begin overlap twice in a row?
Its printing it 3 times for whatever reason
and it's always the same yeah
Oh, do I maybe have to cast to my firstpersoncharacter?
try printing other component instead of other actor
maybe you're hitting different pieces of the character and its triggering for each.
"Other Comp" that is
It's showing the FirstPersonCharacter components
like the VR Sphere marker thingy and such
Each one might be triggering it a separate time
Each time a component begins overlap the event is triggered
They all have the tag player
so they all work
you could delete the vr sphere if you don't need it to simplify things
But it doesnt have the tag
it belongs to the actor that does
A simple solution would be to cast the component to first person character and only proceed if the cast is valid
I put the tag "TestTag" on the VR sphere and it's not triggering the overlap
This is bizarre lmao
eh not that weird
I would look into using specific collision channels on your collider for a better solution long term
Like make it so that the collider is only looking for the character collision channel, of which the player only has the single capsule collider to overlap with
Uhh, I'm not sure if that actually fixed it just yet, but I changed the height of the collision box to be really small and now it's only triggering once and it seems to work??
Idk
Ok, if I jump it's fucked again
no dont do that
set the collision channels
these things
on your box that's looking for overlaps, set the collision preset to custom. Set everything to ignore except for Pawn
That way it will only trigger when it senses a collider with the Pawn type is in it
Then make sure that your capsule collider on the first person character has its object type set to pawn and all the other colliders are not set to pawn
Hmm, that might cause issues later on no?
Oh well, I'll look into it some more tomorrow. Gotta sleep, thanks for the help tho!
If you want your box to only detect pawns this is a pretty good way to ensure that happens
If the box needs to detect a bunch of other things then maybe not.
I'll test it out tomorrow, thanks again!
To @nimble sandal and other people who helped me b4, thanks for ur help. Unfortunately, the code didn't work lol. I'm gonna rework it again, thx alot btw
After unpossessing my character and possessing another one, my axis inputs stay the same value (W key will keep you moving forward after respawning). How can I reset this/stop this from happening?
hi guys, i am trying to create volumetric clouds you can walk through. the volumetric clounds in 4.26 look nice from far away but up close they have too much dithering
is there a way to stop the dithering ?
i'm not sure but have you tried disabling input before depossesing? just a test, who knows might be worth a shot and can be done quickly
I havent, will try, thank you
Hey, I have a Pawn which is actually the player of the game. Now I want to add physics simulation to it. How's that possible?
Note that I want to add physics simulationto to the Pawn. Not its child static mesh
Just simulate physics on the pawns root component, which should probably be a sphere or capsule.
@Adriel#5737 but it doesn't have any mesh or physics parameters
Im spawning like 10 niagara systems through a for loop but want to update some values on tick, but when I plug in the niagara system to the tick update its only updating the last one that i've spawned
how do I access every niagara system i've spawned?
either 1. save the output pin of the spawn node to an array (Add Array node) and then loop through that array on tick, or
2. use a Niagara Parameter Collection which allows you to update a global value which any Niagara system can read
how do I see the array
how can I create an array as a variable?
like
How do I reference that array some where else
That may be a better question for #graphics , but offhand I know there are some console commands that will affect the cloud quality. See the documentation -- https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/VolumetricClouds/
when I make a new variable I cant find that kind of array in the list
Select the variable in the Variables section, and in the Details panel, find the Variable Type field
and click on the thing that looks like a pill
and change it to a grid
it'll become an array variable
or right click on the grid-looking pin of the "Add" node in your screenshot
and "promote to variable"
you should look up a primer on arrays if you don't know what they are / how to use them
arrays are like lists that you can add and remove values from
so you can stuff all your spawned systems into an array variable e.g.
I know roughly how to use them, thanks I just couldn't find how to set it as an array
ty
just need something quick an dirty 😄
thank you, i'm having an issue with a weird motion trace like glitch as i go through the clouds and also the edges of the clouds are dithered and hard, that article hasn't changed anything, ive gone through it already, thanks for trying though.
got it all working tytyty

Then give it some. You can do anything you want to a pawn, give it a sphere or box or capsule as root and you're good to go.
gey guys. so i have a question. so i created a widget interaction system in my character bp to allow the character see a mouse when hovering over a widget at a close distance which will allow him to interact with the buttons. now the issue is that since the cursor visibility was added by using a debug mouse in a tutorial i am not able to export it using this system and also not able to add nodes to add such things to disable widget interaction mouse when cinematic starts. so i did a cursor which now is viisible to the player at all time but it is not reading the widget and not able to click on it. how to i add the widget interaction to the cursor nodes itself?
hello, does somebody can help me?. I´m trying to get an image from a server, the image i get is return to texture2Ddynamic, then I convert this image to texture2D with the function "set brush from texture Dynamic". When I have this texture set, I have tried to save this texture to locally in a save object but I didn´t success, always it is saving a null texture, also I tried to convert the image to bytes without success and other way i tried was to save the brush info from this texture and save it in the save object without success. has someboy manage to save a texture in a save object locally?. I attach some images related to the nodes I used it.
brush data of the texture
image to bytes node
Few ideas: A) save the URL in a .sav instead of the texture itself and download again B) Export downloaded image to the disk and reference the filepath to it
So I have this code right, to make a gun shoot
and I have it hooked up to this
but when the player hits the line trace it spawns more lazers than it should
its meant to shoot 5 shots then coolsdown 3 seconds
why is this happening
Hi, there is a way to add custom C++ script as blueprint node into the event graph?
not officially, there's some 3rd party plugins I believe
Okay, do you know the plug-in name? Because I need to save as .txt the current pawn location and orientation. Or is it also possibile thought BP?
You can just write it in c++ and expose it to blueprint then? Is it that what you meant? I thought you mean writing actual cpp inside blueprint nodes
hello bob thanks for replying, but i don´t want to implement the A option because images are 2k and i don´t want players to make calls every time to the server to get the textures. The option B I don´t know how to save to the disk the image on blueprint in an android devide since the game, it is going to be for android for that reason I want to save in a save game object. Any ideas?
Have you tried if these nodes work with android (they should)?
with this nodes do I have to set android.permission.Write external and read external storage? and with the export to Disk in wich folder is located the texture saved on android?
Not sure about the permissions but that's straight forward I guess? For the folder, I imagine you just specify it as the filename
You can use nodes like that to save it relative to your project location
thanks very much, I´m going to try with the project saved directory and I´ll tell if it works
How do I make a win condition for HUD Win menu? Pick up x coins to win
so the physics mesh has to be the root ?
ok thanks
is there a way to have different color postprocess outlines at once simultaneusly? i have postprocess component attached to characters and i have post process material as variable on it, that variable is exposed, i change values of those variable in editor but color is always one of those chosen who knows how
Hi, how can I revers direction of appearing of this blueprint, because my direction is opposite side
hey does anyone know from where i can get free 3d scope
Doesn't have to be root but for a physics driven pawn that'd be the approach.
Try connecting without 1-
does anyone know what could i do to make the character fall on the ground during the animation?
You can use notify states and lower the height of only mesh as the animation progresses, do it other way when getting up
This did not work i think because of the animation, this is the pure animation as you can see its very above the ground anyway i can fix this?
How do i use notify states
How do i call this in a blueprint
@pale orbithttps://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/Sequences/Notifies/
i think i got it by just fixing it in blender thank you guys
Hi there, pls help, the original creator of the archviz project we had passed away,
He made a point to point movement with blueprints that would work on mobile,
I was tasked to take over and finish the same movement, basically copying the same system he did on one project into another
But my experience is VERY limited. i tried migrating the blueprints, however its all broken. Basically this is what he did, he has a camera and a "Cyber" character that moves around, when you tap on screen, theres a trace path that shoots towards a arrow and collides with the box.
This is the original project, but on the other project, i attempted to recreate everything, however when i press play, camera isnt responsive and the collider boxes dont work.
Theres multiple blueprints here, a Cyber, a Player controller, The collider arrow boxes and even the widgets
This is the second project that i've attempted adding in the point movement system he made, but to no avail :/
guys can someone tell me what im missing here please . thanks
add to viewport doesnt have a target @manic wigeon
so what do i do call first person character or ? what would be the target
because its not letting me return value to sequence player
@orchid star 1- didn't help, any other ideas?
can you tell me what i can connect to the self ref>?
what do you want to achieve? The add to viewport node is there to add a widget to your viewport, not a sequenceplayer
ok so i changed the code. and this is what i have
when im in the pause menu and main menu i want to click on cinematics which will play a sequence for the player
Do it the same way as you play the other sequences?
Hello everyone,
I bought the "HQUI: Buttons" package from the Unreal Engine Marketplace.
Options sliders are also included in this package. These sliders have an array for the slider options, which can be set in the button settings. Now I have already integrated several languages into my game and of course I would like to change the content of the slider depending on the language.
Can someone explain to me how I can now set the values so that he takes the string from my language table?
Picture of the button settings and my string table ..
the others arent sequence they simply load widgets and turn off the pause menu and level
the cinematics button will activate a cinematic for the level
Sorry I still don't understand what you are trying to do. You want to press the cinematics button and then what should happen?
Hey there, I'm getting stuck on a small problem which is that I want a Material to have a mask but at the same time it need transparency to look good, is there a way to have both at the same time?
https://blueprintue.com/blueprint/50_wx5ov/
also a picture, i want a function to be able to vanish the object, thats why im having the problem in the first place
I'm already tracking time. Which would be the right way to make something fire every X in-game hours (real world seconds). I want to modify a variable every time it fires.
@lusty elbow What about that?
Hi! can you help me guys? im struggling with this for a couple days now. I want to have a shared Keys like in labyrithine for example. I actually have 2 keys from one door and i can get replication on everything like destroying actors and opening the door etc. but i cant get replication on the pickuped keys.
Yeah, that sounds perfect. Thanks
does anyone know how to re-create this red screen https://youtu.be/wTtCj3d39SI?t=71 what type of texture do i need ?
Longer bleedout time.
Activates immediately.
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Probably could just use a post processing material which adds that color
yeah just a postprocess
Anybody happen to remember the large template-games pack that was floating around version 4.23 or something? There was a huge amount of examples of working small games
what would be the logic to check if a space is empty?
its kinda like a building game
and i need to check if a specific coordinate is empty or what the highest point is thats free
its based in an integer coordinate system
@distant void there is a cool set of functions named XOverlapActors and XOverlapComponents, where X con be Box, Sphere or Capsule.
They can be used to retrieve all the actors/components that overlap the collision volume (box, sphere, capsule) at the indicated position.
That under the assumption that certain positions can be arbitrarily occupied by the players or some other components and you want to check if they are still available. Since you control the game you could also use a Matrix to track where the players or spawned actors are and query the matrix instead of checking the scene.
that's a good starting point. They are pretty straightforward, but in case feel free to ask again here.
@lusty elbow @velvet token Do yourself a favor and use the By Event version, not the function name one.
You can connect a "Create Event" node to it
Which allows you to select a matching function/custom event, or even create one that matches
That way you can use the Event version even inside of functions
If you ever rename the bound function this will update properly
When I remove an item from an array of 4, that index of the item is made empty but the length is still 4, how can i clear the item and also delete the index of that array
was that from the community?
Remove should shrink the array
Thank you! I will look into it
It does not it just created an empty index
Show your code please
When you remove items form an array while looping through it you need to do it in reverse order
That too
https://unrealengineresources.com/projects This maybe?
What do you mean?
reversed for loop
Reverse For Each Loop or For Each starting from length-1 down to 0
there is also the handy Last Index
I want to remove a specific Item/Index not them all
Shooooow youuur coooode
^^
^^
Added here at start of game
Removed under certain circumstances later on
It removes correct item just doesnt shorten array whe it does it. Just leaves empty index
Array length before and after is 4
this happens in beginPlay? (btw. you can replace that for loop by a simple set array call)
Yes
Well, its function on a different BP called from Game mode begin play so technically yes
Hey does anyone know how to approach this warning error? Its a struct with an array of arrays. The first array "Poles" Seems to give me no trouble. The rest of the arrays give me an "Attempted to access" warning.
LogScript: Warning: Script Msg: Attempted to access index 4 from array 'BraceMain_02_24_19A7604D4B0C56E67A4981AABFF73007' of length 2 in '/Game/BP/Interactive/Bell/Strct_Poles.Strct_Poles'!
one solution would be to fill up your array to actually have 4 entries 😛
i mean, the error is pretty obvious, isn't it?
lol true, I guess I'm missing why its rolling into more indexes. I'm using another BP to spawn multiple objects.
this loop is supposed to try a location, if theres something then move up by 1 unit(100 in my case) and loop until its correct and then break the loop
i dont know where to introduce the +100 on the Z
you want a while loop, not a for loop
save your start vector to a variable, and add the offset to the variable in your loop body
this is how you save an actor array right?
but its empty the next game , i dont get it..
you can't save objects to save games
there are third party plugins which add such functionality
Is it possible to get depth of field to dynamically adjust to an actor?
it is
i cant help you with how to actually do it tho lmao
in blender i would set it to target an empty and you calculate distance and set it as the dof distance
and you can move the empty around
yeah nvm i got it haha
any reason why a datatable with a struct of class references would return none for everything when i break the row?
they're all set up in the row on the DT, getting the row works fine, but when i break the struct for the out row it's all None
when i break here they're all None
You mean in the debug view none or actually when used? Sometimes BP Debugger can be weird and just show you "None" because it is not evaluated right now
if you use your Fn it should be valid in the next executed node
yeah down the line when i try to use it they're all none as well
let me verify
oh wow you're right nvm
hmmm
then my errors down the line werent this haha ooof
no problem 🙂
Hi all. Any idea how to make cooldowns for LMB?
just put a delay in inside the loop?
and after X seconds do something again?
i will need that too
soon
😄
problem is i can spam basic attack(LMB) and the sound cue overlaps
a lot
wait
i think i got it
no i didnt
i have this, i spam basic attack, sound overlaps, its ear hell
also yes, i do need this too
i have this two groups of calculations
and check if you aren't in Basic Attack
but it doesnt work because its calculated not in order
and i get stupid results
how do i control in which order it does it?
use (non-pure) functions
And pure nodes output get evaluated at time of consumption
meaning A(pure) inputs into B(pure)
X uses A, it evaluates A
Y uses B, it will evaluate A again and then B
hmm not sure i follow. Can you give me specific example?
like what node could i throw in there?
you can collapse each of your calculations into a function
oooooh i see
Hey all, I have a structure which basically just acts as a container for an array of another structure, and every time I change the default variable value for this transform, it resets back to this after saving the structure and closing the window. Any idea what might be causing this?
this prevents this mistake and keeps your graph clean as well
otherwisee you have to follow the white line (execute line / pins) and when it reaches that node it will "pull" all pure data
omg it feels so good to fix problems 😄
how do i turn it back or access the parameters?
just return them from the function, and turning back i think you can expand functions
you could also collapse the nodes not needing to "spam" functions
might be better use for one-off things
Sebastian, do you have any good cooldown BP's? ones that work with any BP?
I use GAS for it and GameplayEffects / GameplayTags to keep track of cooldowns
Could you go into more details?
Isnt GAS very extensive , so not really worth it for a single player game?
GAS is a bunch of systems but basically it applies a "debuff" (in rpg terms) to the owner and when it expires it is off cooldown, #gameplay-ability-system
depends on scope of your game yes, but even for SP games it is useful
is this complicated to set up
but takes C++ and getting into GAS
^was about to say
might take you longer to get into it - really depends on your project - if you are protoyping right now, just do it rough - if you later go more indepth with the game it might be worth checking it out
I gave it a look , but decided against it due to complexity for the project im doing
for now im working on abilities
It has alot of features, and looks like a pretty robust setup in general,
but it's alot of effort to get into imo
in many cases i'd call it a complete overkill 😛
As you said tho, scope says it all
really depends - once you get the hang of it it is quite easy to prototype with it - but I can understand and know other devs that don't use it for complex titles due to full freedom
im only decent with blueprints
i want smth simple
after x amount of time you can use x ability again
but sure takes some setup time and getting used to it, so for beginners i wouldn't advise it and maybe do your own errors in blueprints first and try to figure out your own system
i could search on youtube but theres so much and idk whats good and whats not
How I would do it with barebone BP
Make a component, call it CooldownComponent
Trigger a cooldown is like setting a time (game time seconds)
And give the cooldown a FName
hi everyone , I was looking to do a melee weapon like this, but there isnt really a easy solution to do so
then you can check for the FName again and it does Current Game Time Seconds - Stored Game Time Seconds; if it is bigger than Cooldown Duration it is a passed cooldown
is there a way i can just do rays like that
The FName could be the AbilityName later on - but it also allows you for shared cooldowns "for free"
just do/lookup LineTrace
yes im currently doing a line trace but it only hits one object at a time
Multiple linetraces and/or multilinetrace
custom overlap mesh also works
or Multisphere
and check with dot product if it is in cone
compute-wise that sounds quite a bit more expensive 😛
depends if you can do early-exits
even with early exit, i doubt it beats linetraces ^^
but nothing major to talk about, probably cheap enough anyway
yes and dot might be the cheaper operation actually than a bunch of single line traces tbh
if it lags fix it
True
Question: When I make the game as an exec or playable from a different pc. Does UE remove all the stuff I dont use or do I have to remove trhem manually?
like the assets im not using
you can ignore certain folders during packaging
How we handle it for example - all Developer folder stuff never gets cooked for packaging and never goes into packages
So I will have to duplicate and move any and all assets i will use to a different folder so that when I package the game i can select the folders with the assets i dont want
Why duplicate though?
If it is part of the shippable game put it all in a folder like projectroot/Content/MyGameTitle
this way you can have multiple root content folders inside your UE project aside (useful for marketplace asset / other stuff ie. internal libraries) and best practice in general to put your Games content into it's own subdirectory
there is a very good GAS companion on the marketplace, it basically handles all the c++ stuff for you so you can focus on blueprints
Thanks for the tips
❤️
good thing i dont have to tell the engine where my files are like in Ren'Py
Hmm, it would seem overlap sphere is generally better, assuming this is correct 😮 I never knew they were asynchronous..
two different things
First is a line trace
Second is an sphere collision component what is registering overlaps (not SphereTrace)
Ah right. So a sphere trace would still be on the main thread like a linetrace then?
yes but still just one-off instead of X times
True. I dont really know the workings behind a sphere , i just remember reading somewhere they were X more costly
yes 1 spheretrace is more costly than a single line trace, but tracing in front of you with ie. 10 traces each angle, or a single spheretrace - the spheretrace can be more benefitial
Also it is just way clearer to read than gathering all the results of 10 linetraces
True. As always it depends a lot on the situation
yes, run with one and look where it brings you
hi guys, can i see which blueprints and nodes are causing my game to slow down?
i have used it, however i can't figure out how to determine which part of the blueprint is cosuming my frame time
@trim matrix do you think you could briefly show me what the blueprint would look to grab the values from my data table and input them into the rotation of the camera?
no worries, so a for loop would make it so after it grabs the values from the first line of data it would then go onto the second?
no
get table row names from data table
run foreach loop on row names array
fetch row from table in foreach loop body
hmm okay i think i know what youre getting at thanks @spark steppe
im attempting that right now and its still only reading 1 object
it says that its hitting each object in print string but when i use the hit actor to cast to it and play a montage only 1 plays the montage
no real idea, but either check the cast and if it fails for the others or somethings wrong with your code
I have a projectile (laser blast) that spawns from a socket location but because the laser is so long, the laser clips through the character all the way through his back.. is there anyway to change the pivot of the projectile or do i have to just move the socket further in front of the character?
if it's an actor give it some component as root and offset the component that gives it the visuals
alternatively you could offset the spawn transform instead of the socket
Hello all, I have finally set up a proforma scene to continue my series of projects from a perfect starting point.
But I have 10 projects that I need to update with Level Blueprints and UI elements / blueprints.
What's a clever way to do these updates - I'm only thinking of copying / pasting, creating ui again.
I don't want to start those projects again from scratch with the proforma as there is significant import / processing time which they have already completed.
I've mostly completed this wall-climbing system I'm working on, but am having trouble getting my character to get up onto the ledge https://blueprintue.com/blueprint/bjzn93d0/
anyone know why?
I've followed most of this tutorial https://youtu.be/DY6Wx67A_3o
In this video I go over how to make a climbing system with locomotion in Unreal Engine 4.
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...
how do i calculate the UV in a way that the angled mesh has the same UV as the mesh i marked red
the pannels are created procedually
it might be an issue with your movement input section
unless you have a very good reason for it to deviate like it does, try and copy almost exactly what the tutorial has
Additionally, in the input section, you have a "get up vector" rather than a "get right vector". But I'm unsure if that's because you want to get a different result
Yeah there's a lot of differences. So don't delete what you have (in case you need it for what you want to do) but try recreating what this guy has done, and then modifying it after checking node by node to see what might cause your issue
hey i want to make a scope like pubg 2x any tutorial refrenc ei cant find out on youtube
Absolute noob here, I'm trying to destroy my "Armored Horse" actor as soon as my player is destroyed. I'm in the players blueprint here.
you need to hold onto a reference of your armoured horse actor and call destroy actor on that
make it a variable on the player and set that variable when the horse is spawned
this is what i understood from your advice, however this blueprint disregards the player connected and goes straight to the lifepsan. i have an interactable which spawns the horse and then need the horse to disappear upon player death
you need to bind that event to the players ondeath event
upon spawning the horse -> bind to players death/destroyed event
hey i have crosshair texture i want to change the color of it how can i do that note i cant change it inside widget i am not using the widget
okok i'll give it a go cheers
Yeah you can go into the specific texture and edit the settings to change the colour. You might not be able to do it from the widget, but you can in the texture itself
yeah i go to texture there i can see only 2 color 1 is that black and one is chroma key i try to change the black one but nothing happen
There should be other settings such as hue, etc
mess around with them until you get the desired effect
is there anyone who know how to attach geometry collection component to skeletal mesh properly?
i tried to attach it in some way (attach component function in BP, parent socket setup) but geometry collection component always falls to ground when game starts
bro i change it to ui and rgb ui the black color is removed when i see in content browser but when i try to re add it to mat it show this error
hue is 0
Can you post the settings of the texture
yeah sure what u want to see
wait sendin that too
i already set it to ui in compression
i am using chroma key also for black color
the rest of adjustments too lol
okay
Do you need to chroma key it?
i did not know i am using a pack i did it bcz the black backgound was not removing
all texture setting
You got it from a pack, do you happen to have the raw file you can edit? like a png of it?
no i added it from marketplace
Ah got it
the pack is too many crosshair
what did it look like when you didn't chroma key
same the photo above is same after chroma key and before chroma key
if i increase the chroma key my crosshair hide
but that's not the only texture your using right?
in the material the texture u see apart from this is the texture from camera which help me to see the zoom thing
i followed a tutorial inside this he does the same scope is working he also added a crosshair and his crosshair was working
maybe he is using diffrent one
link the tutorial? I probably wont see anything but just in case
hi there sorry to bother anyone
wait giving
is there a way i can find where a float's value is being changed at during run time?
print string?
Project Files : https://www.patreon.com/posts/39933592
Today, I am going to implement a realistic scope for a gun. Whatever we see through the scope will be physically magnified and player can actually see a magnified view through the scope while keeping the same regular view around the the scope. This method can be applied to a VR gun or any ot...
I need to find where it is being changed
A bit of help for BP code if someone can point me to the right solution.
I made the player sprint and after few seconds get tired also added text widget saying i m tired and sound of breathing heavy, but i cant find way to cancel the loop or delay(tried with both) if you release the shift (sprint) early the task still executes. Any pointers would be nice, i was also looking on google but still cant find a nice solution ?
I m also bit of noob to BP
i am also using the same system in which when my player stamin areaches 0 it play breating sound and get tired
try to add a branch in which if u are using float for storing stamina value so tell it if it is lessthen 0 then play sound and text it will work
The task? What task? Are you using a timer?
right so i want to make this mesh have like an appear effect by setting the scale from 0 to 1. how do i do that?
also this is my first time using blueprint
I dont use float to store stamina but i might try something like that i guess. I was trying to make it with delay or for loop
if u use intiger then also it work u can see there are many tutorials on youtube which will help u
If you're using a timer clear and invalidate timer by handle will stop it from executing. Usually you wanna use some float for 'energy' either way, so that a bar can be visible, along with 'start exhaustion' and recoveryrate
Hi guys, my health bar is empty even after i put percentage in 1. In blueprint it looks totally fine but in game preview it's not fine
can anyone help?
in game it's blank
thx guys will try further this few ideas. I wont be using bar for stamina it is a horror game and i think i will try to make the screen as clean as i can for the immersion 🙂
you can set the opacity of your mesh's material from 0 to 1
Makes sense. Hidden stats work fine, id still recommend the float :) or a complete recovery timer so one cannot sprint again untill x seconds or smth
yeah i m thinking for convenience 🙂
I have this sphere trace to check if it hits the player, it reads as First person Character but it still comes out false
that is my main goal
nah, kinda think its not good enough, for me atleast
since the spawn is from a disk
a disk?
yeah if you play titanfall 2 you throw a disk and a shield appears
the shield is the one im showing above
you could increase its scale from something small all the way to 1 when the disk hits the floor or something
you can use a timeline if that helps
Throw -> make spline -> timeline -> path + scale over alpha
Ah ok
i wanted to use a switch
for the disk i can just use physics sim
as the plan
but i want that shield effect, so ill try timelines
and some YT vids
also does timelines work with switches?
just wonderin
No reason they wouldnt
sure they can
guys, I'd like to save player's info, for example: position, hunger, health, inventory... have I to create a custom db and link in someway UE4 to that, or simply with a game file (like CSV)?
I don't really know how to do that
SaveGames
and then will load it automatically?
You can make it by loading, yes
thx, I'll try
In the end it's just permanent storage for variables, so can store anything in there
I think that to load those variables at the start I have to use "EventBeginPlay", right?
Depends what you do with them
I have only to save player's info on my map
Not much happens "automagically"
The saving and loading must be made by yourself , saving whatever info you deem necessary, and loading it when needed
If map based you could have a slot for each map and load it based on the open map
ok, thanks!
i want to press the button and it will play the sequnce master with a set of cinematics
And what do you have so far and what is happening?
Hi. I have FPS animations like holding a rifle and using a produceral weapon sway that uses transformbones on the left hand for it to attach to a socket on the weapon. I would like to ask how do we go about using or blending FPS animations that have gestures like thumbs up or waving on the left hand but has no weapon related animation on the right hand.
To sum it up how do I blend two first person animations so that I can still hold the weapon on the right hand and use the other animation on the left hand? should I use blend by bone and just indicate what clavicle R or L? thanks
seems to not be loading the scenemtic when im clicking on the cinematic button. what im trying to achieve is for the scenematic to play from the main menu and when finished it will take it back to the mainmenu
i tried without the add to viewport and with it. but not sure what to add to the viewport as self
Have you tried printing if the event actually fires in your pawn?
i mean ye if i connect a print string to the button on clicked
it shows
and if you put it in the pawn after your levels sequence player event?
I'm not experienced in what your trying to do, so this is a shot in the dark but there's no chance the main menu widget should be removed when you play it because it's just staying on the screen and blocking the cinematic, right?
still the same. what i have noticed is that when i press the button in the outliner it spawns a sequence actor. after i click the button.
this is before i press it
this is after
in the right it starts an actor
And as Lemon asked, you are sure it's not running behind the menu?
that can't work
your target for the level sequence player is only set AFTER it's supposed to be used
you need the cast to be first
ye it was like that before but bob said to try and load the leve sequence before geting pawn
it was like this before
no, that's not what I said. I said try put a print string node in you pawn blueprint after your level sequence player event
wait what are you adding to the viewport here?
yeah its set to self, but you can only run that if you have the widget open. So its already open and then tries to open itself
ye its not the issue. because im loading the sequence in level sequence player
i want to have it pop up and when finished it takes me back to main menu
I mean it creates the level sequence actor for you, so the code there works
is it possiblet o give a prioroty number to make sure its above main menu?
it's a 3D sequence, right?
try changing it so that the variable is not the return, but the "out actor"
not an UI animation
its a cinematic from cin camera actors
yeah so it's what Lemon suspected, it is playing but it's behind your menu
could it be because since im trying to show it in the main menu but the cameras are in the levels
its not finding the cameras?\
no, the menu is rendering in front of everything else
hey i want to ask something can i add diffrent game mode for difrent level
Use a "remove from parent" node with the target set as the main menu widget when you try to run the cinematic
no that won't work, it will always render in front, you can remove or hide the menu while its playing
Youll need to have the main menu widget in the target
Which, if its not in the same blueprint, might be a lil issue
wait actually thats the widget there, so its fine
self should work
but wait do it after
put it at the end
ok si now it took me to a black screen
its not rendering out the cameras for some reason
even in the master
are you in the correct level?
no im in the main menu level
i want to show cinematics rendered from level 2 and 3
these shots only are previewed when im in the level
so i dont know how im gonna make this work
then you first need to load the correct level and then start the sequence
what if i rendered the cinematic and exported as a movie and use that??
because i need to show it in the main menu
that works, sure
wait what does the "levels sequence player" node actually do?
in that way i wouldnt have to load the level because it would automatically start the level and spawn the playert
wouldn't you want to create it in the level, then reference it in the widget rather than using that?
what do you mean like have a cinematic button for one level and another cinematic button for another level?
.
I'm not sure. I'm just looking through the documentation and nothing like that is even used
i dont know seems strange i cant load a cinematic from a different level without having to load the level
sounds dumb when i say it lol
How do I make a timer execute a function located in a Blueprint Function Library? It works if I can the function directly from my TopDownCharacter (below, pressing F), but the example above doesn't work (it's connected to Event Begin Play). What am I doing wrong? I've tried setting the object input to self (TopDownCharacter), game node and the Blueprint Function Library itself. But I can't get it to execute the function.
Any ideas on what I am doing wrong?
If you use the Set timer by >>EVENT<< node you can create a matching event/function and call it from there
I didn't ignore your advice before. Let me get that screencap too
Wasn't actually my advice but I fully agree on what he said. Your use case it the best example 🙂
Oh, my bad. I'm terrible with names 😅
I'm blocked here. I don't know how to input my function from the BFLibrary
just create a new one, and from there call the function
how can i call a video player to play a video??
do i have to change format of the imported video and create a montage and call that?
or can i call the media source directly?
A new one inside the blueprint I'm calling it from?
Is there no way to call functions from a Blueprint Function Library at all?
on the create event node select Create a matching event, from the newly created one call your function? Doesn't that work?
Let me check!
You can follow this part in the docs but instead of adding the video material to a 3D plane you add it to an image widget in your menu
i have done all that. i just dont know how i can add it to fill the screen instead of having to put it on a plane
do i have to create a whole new widget with it as full scren and call that widget to viewport?
that would mean i would have to create a material though
to use as a brush
or is there a faster way?
you can add a image widget to your main menu and just show/hide as you need it.
You anyway need a material, be it for a 3D plane or as a widget
is this how i do it?
when i click the grey button it should load the one below it whic his in hide. when it finishes. i want it to go back into hide
no, you need to create a variable that holds your media player reference and from there you can play a video
never understood what the variable does
I got it! Let me prepare a follow-up question.
and inside your main menu you can add an image with a material as described in the documentation
i did that
how do i do this in nodes? like were do i link the media to the variable
isnt the variable generated from the widget?
Check out the link I sent you from point 15. onwards, that's what you have to create inside your main menu widget
@velvet token I got it! Thanks for that! But I have a question.
What is the point of the "Create Event" node? In this case, I just use it to Create the custom event and then discard it?
It's more of a convenient way to not create blueprint spaghetti
for the second picture you'd need to select the correct event in the "create event" node
Ok. That clarifies it. Thank you so much!
i have followed along the link you sent. however it still does not show a video when i click the button
select the media player variable, check the value - Did you select your media player there?
In that screenshot at the bottom left, select your media player
under "Default Value"
when i have it hidden its still covering the menu when i load the level
how do you hide it?
that's only a preview in the editor. Select the widget and search for "visibility" and set it to collapsed
collapsed meaning it will be shown only if activated?
yes
do i need to add ad to viewporet
because its not showing when i click
in the link u sent he did it on level start
so it was differnet
it's already added because your main menu is. Drag the widget variable to your graph and from there "set visibility"
like this?
no, you need a getter
when you drag the variable it asks you to either "get" or "set"
but then what will i connect it to?
not "is Visible" but "Set Visibility"
shall i create a branch before it so that i can have it put it back to the main menu when it is finished>?
thanks @honest wolf
you want that functionality but it won't work that way. It will switch when you press the button now
for now just try to get it working once to make sure it works
it starts somerthing when i click it
but black
could it be the material
?
did you add something as your media source?
And yes, you need to connect the material
ok its working !
now il add the audio and do you know how i can use that method i mentioned to take me back to the main menu
i was thinking using this from another cinematic
but not sure how i can retarget it to use it for this
Two options, either you make a button that is in front that takes you back or you force the user to watch til the end (bad design and a bit harder to implement but that's up to you)
because this gives the functionality to load, pause and skip
what do you think about the above system and if it is possible to impliment into a similar system
so he can pause and skip it if need be
yes you just need to get the media player variable and call Play, Pause, Skip on it
so i do the same code but in the main menu widget instead of the fpcharacter like this
so that i can call the media player instead of sequnece
Works in both ways it's no different Button Press Event -> Media Player Variable -> call your function
but remember you had an issue last time that Inputs weren't working in your widget, so I'd just do it in your pawn the way you have it now
ye idk tried it this way but cant seem to find a fucntion for play and pause for media player
i wanted to try this so i can have it paused and skipped
because the client wished to have such features
i managed on the other one but since its a media player its confusing me a bit to find the calls
something is missing i think
why do you set the variable again after "Open Source"?
because when i used this system on a sequence it allowed me to use the return value with the variable.
erm
tried following the seuence player one
might be different for media player?
but just logically try to follow what is happening. You have something in your variable, then you override it to nothing and then you try to pause/play
no need to set it again
ok so in the characer bp i added this
and in the main menu this
u think this can work?
nvm apparently not
tried multiple ways. i give up
how can i call it to be visible when its not in the widget bp
hey i have 2 levels in 1 i want that my game paused when player timer reaches 0 and in another level it does not show any timer my timer is correct i implement it in my base character but the problem is it is working in another level also and i try to make a diffren tgame mod and diffrent character too timer is working but other thing was not like i want when i reachcheckpoint and the last gun i was equiping should be there in my hand when i respawn it was working correctly with main char but not with child one
that looks good, just try printing and see what gets called or not
like this?
no the first try
nah but that's level sequences again, the first 2 screenshots were good
I think you just forgot to make the canvas visible again in your first try?
no but instead of that we tried this rmemeber
there isnt anywere were its setting it to visible
because i wanted to try to use the skip and pause system
so thats the issue im having
shall i add the visibility in the main menu node after calling media player
like this?
this way i wouldnt have to call it in the character bo
bp
yep it worked
now i gotta find the space to ad the audio in all this
Great
heres what i have done
that validated Get has no use
ye not sure why they told me to add it back when i used this system for something else
i think its because it was instead pauseing and resuming
it was pauseing or skipping back to start
for level sequences it made sense, but now you're using a media player
why would it be different? im asking to learn btw
because you were creating a new level sequence instance every time you run the old node. Now you only have a single media player that stays always the same
the pause and skip seem to not be functioning. not sure if its because of this what your saying with the valid
that's why that other node gave you a return value
What is happening? Are you not seeing the video?
nono the video works fine
when i pressed space it apeared to take me to the satart and forze
froze
and now the video stopped showing?
wa
the print string was working fine before
now for some reason it decided to stop after trying to press spacer to pause while the scenematic was happenign
if nothing changed it should still work 😉
in standalone it worked
this is trippy wtf
it works now i guess
even though for some reason skip and pause arent working
which was the whole point of this completley different struggle of a system
what happens if you press spacebar?
and if you press again?
it restarts again
enter to skip does nothing
while space restarts everytime i press it
it's because the "Open Source" node gets triggered everytime and that starts from the beginning